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spellcrafting.. how could it be?

Trashs1
Trashs1
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i reasently read a datamine topic on reddid which includet this magical word "spellcrafting" for the summerset isles

whithout any detailed info i started to think about how it could be and which problems can ocure with such a system

after some time of thinking.. im sure such, a system can affect skills only in a minor way.. if not, the game would go out of controll balance wise

lets take a comon class skill morph like puncturing sweep for eg. i think the system will allow to add some minor effect to it like a small slow or small elemental effect but wont change the entire skill to something new

what do u guys think about it?
Edited by Trashs1 on January 26, 2018 7:27AM
Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • Acrolas
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    At this point, there are so many threads full of rumors and old information and speculation that it's probably best to just wait for an official announcement, if any. I think one of the reasons the idea is so popular is because spell crafting means something a little different to each person who talks about it so no matter what happens - if it happens - the system just can't live up to the hype surrounding it. So there's going to be disappointment, that much is certain.
    signing off
  • Narvuntien
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    I would have it be a consumable scroll like a potion. Pop it for a spell effect on a reasonable cooldown.

    It would be a way to kind of multi class a character.
  • M0bi
    M0bi
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    As much as I would LOVE full on spellcrafting...i.e. new skills and a skill line of 5 skills and an ultimate that you can customize and choose yourself. I keep getting the feeling that it will be little more than OP says it may be, or even a kind of 'transmog' for spell effects.

    I mean...who knows...
    Edited by M0bi on January 26, 2018 7:58AM
    FOR THE DOMINION!!
  • Azurya
    Azurya
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    we need jewelry crafting
    spell crafting is humbug
  • Betsararie
    Betsararie
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    I just don't really think it's a good idea. If you want to ruin game balance, then you'd be an advocate of spellcrafting haha.

    Given the mess the game is in now, I don't see how this will help things.
  • RupzSkooma
    RupzSkooma
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    Huge fan of spell crafting.
    To be fair I hate balanced PVE.I want to feel really UP in lower level and damn OP in the higher level for all but the few top level contents.
    Elder Kings II is a Role Playing Elder Scrolls mod for Crusader Kings III.
  • Knootewoot
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    I hope spellcrafting is like making one-use scrolls in which you can craft spells using consumables like

    spell power rune
    spell duration rune
    spell range rune

    And stuff like that. and maybe combine spells. Like having 1 ball in each hand and you can cast a fire ball and lighting ball seperate or (like Skyrim) you can combine both hands to create one huge firelightingball.

    Of course this costs no magicka but does scale of spell power/magicka

    Oh well i can only dream
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Apache_Kid
    Apache_Kid
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    It would be..
    Unbalanced.
  • idk
    idk
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    We really know little to nothing about it and can only speculate in a virtual vacuum.
  • Peekachu99
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    Hasn’t “spellcrafing” been datamined for years, though? If we get it with Summerset it will be pretty basic: dps/ buff/ debuff (pick one) with minor variations and skins. Probably a limit of one “spellcrafted” skill per bar.
  • TheShadowScout
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    Knootewoot wrote: »
    I hope spellcrafting is like making one-use scrolls in which you can craft spells...
    That is what I hope for as well.
    Allowing people to spellcraft skills would be iffy, since it would end up in everyone and their granny running the same combination of super-effective skills.

    Allowing it to make spellscrolls... consumables that can cast any class skill and possibly more... that would be quite all right. Then a dragonknight could for example make fire spell scrolls, and a nightblade could use them, while that nightblade might make fear scrolls, and the templar might use them, and the templar might make healing scrolls... etc. And since those were all consumables useable by anyone... it would not be that big of an deal, since few could afford to waste such consumables on everything, yes?

    Oh, I do hope we will see more class skills as well someday especially all the stuff NPCs use and make me envious about... but I would much rather see those come in other ways, with some limitations. Perhaps as some sort of prestige classes, like I suggested in my old class morph idea, or as world skill lines where you have to choose one among many, or as additional guilds, or whatever...
  • Stovahkiin
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    I’m not against spellcrafting, but it would have to be fairly restricted in order to preserve balance (Or what’s left of it :P)

    I’d personally see spellcrafting as a new skill line, and as you level it up you are able to create a new spell/effect to fill each normal ability slot for the line. As I said, you likely wouldn’t have that much freedom with it, but it would allow for at least a bit of creativity and individuality.
    Beware the battle cattle, but don't *fear* the battle cattle!
  • PaixRomanus
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    Spellcrafting would be difficult in a game like this. It's wouldn't replace a skill because if you could craft your own skills then it would be pointless to be a class at all and this would be become another Skyrim. I could see it as a new crafting professional like alchemy and enchanting and the spells would be used the same way potions are.

    The real question is: Is this needed in this game at this time? Is this something that would fix something that is lacking in the game? Is there something DPS, Healer, or Tank wise that you could use to benefit you that you do not have now that could come in the form of spell crafting?

    I believe the answer is no, but we will have to wait and see, but the thought of spell crafting is cool for sure.
    Edited by PaixRomanus on January 26, 2018 3:54PM
  • mb10
    mb10
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    • OP
    • Completely unbalanced and unfair to stamina builds
    • Fun
  • josiahva
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    Blah Blah unbalanced Blah Blah. So tired of this unbalanced word. I want to see spellcrafting...or more specifically I would like new skills(for my class) I dont care if you call it "additional morphs", "new skill lines", or "spellcrafting" I just want more diversity and not being forced to use the same skills as every other person. Hell, I would settle for re-working of unused morphs into something more useful.

    I think instead of adding any of that, it would be simpler to just unlock the skills of the other classes, just making them cost more if you are not that class(a DK casting streak would cost 15% more than a Sorc casting it) and take 10x as much experience to level those skill lines. This would give me the extra desired utility without having to come up with anything new, an easy lazy way for the developers to add diversity.
  • Malthorne
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    mb10 wrote: »
    • OP
    • Completely unbalanced and unfair to stamina builds
    • Fun

    I’m primarily a magicka player but I do hope stamina abilities or at least stamina morphs will be on the table so that stamina builds can participate in the Spellcrafting system.


  • altemriel
    altemriel
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    Trashs1 wrote: »
    i reasently read a datamine topic on reddid which includet this magical word "spellcrafting" for the summerset isles

    whithout any detailed info i started to think about how it could be and which problems can ocure with such a system

    after some time of thinking.. im sure such, a system can affect skills only in a minor way.. if not, the game would go out of controll balance wise

    lets take a comon class skill morph like puncturing sweep for eg. i think the system will allow to add some minor effect to it like a small slow or small elemental effect but wont change the entire skill to something new

    what do u guys think about it?



    well according to this video, spellcrafting was supposed to be a thing, where you would find some rune tablets of some sort and would be able to attain new skills, so it would be pretty hard to balance, but not impossible of course.
    in my opinion, new stuff is always good, so yes please!!!
    https://www.youtube.com/watch?v=_Jk7LrLgRfg
    53:07 there



    or this too:
    https://www.youtube.com/watch?v=-Q8h1_fE8B4
    Edited by altemriel on January 26, 2018 7:39PM
  • joaaocaampos
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    Azurya wrote: »
    we need jewelry crafting
    spell crafting is humbug

    Jewelry Crafting? NO. Never. Never do it, ZOS! That would break the need to make Veteran Dungeon to get purple jewelry and the NPC "The Golden".

    So stop. In addition, if ZOS wanted (to make the game more casual than it already is), ZOS would have already done so.
  • eso_lags
    eso_lags
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    I am fairly certain this will come, but who knows when. Im hopeful its soon because at this point in the elder scrolls online, mainly because of lag ruining pvp for me, im hopeful for as many new things as possible. balance will never be in this game unless they balance pve and pvp seperatly (which they will not do).

    So please zos, keep up with other mmos and add classes and new systems like this to bring some players back. Make me feel like i did a year ago, and how i feel when i can RARELY go into pvp and play how i can when the server isnt lagging for everyone.
  • Chaos2088
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    @Chaos2088 PC EU Server | AD-PvP
  • James-Wayne
    James-Wayne
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    I'd like them to remove all classes and go with build your class skill line... Kind of like what they did with zones on One Tamriel. That is Elder Scrolls at its core after all... You decide who you are going to be.... Massive rework in that thou! Haha
    PERTH, AUSTRALIA | PC | NA | @Aussie-Elders

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  • MLGProPlayer
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    It can't be, without breaking class balance.
  • Animus-ESO
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    Spell crafting was data mined a long time ago and more recently more assets were put in the game, Back in 2015 a list of spells were data mined and I am sure they will be updated to add some stamina morphs and various things that have changed in the game. Here a list of skills already confirmed.

    The Spells (600 varieties)
    In a very intensive data mining effort, I have found 20 spellcrafting spells in the game files. These 20 spells with 6 focuses each and 5 different tablet qualities represent 600 new spell effect combinations for ESO. ZOS has said that Spellcrafting is a “system” and will not be DLC. It will be a free update upon its release. Without further ado your spellcrafting spells:



    Note: If a spell focus appears to be identical to another focus, the difference is most likely in magnitude and/or duration.



    Bound Weapon

    Base

    Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
    Ultimate (Conjured Legendary Weapon)

    Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
    Ritual (Conjured Empowered Weapon)

    Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
    Enduring (Conjure Lasting Weapon)

    Activate to increase spell damage by <<1>>.Passively increases spell damage by <<2>>.
    Reduced Cost (Conjure Leaching Weapon)

    Activate to increase spell damage by <<1>>. Heavy attacks restore <<2>>% of spell cost.Passively increases spell damage by <<3>>.
    AOE (Conjure Armory)

    Activate to increase spell damage by <<1>>. Nearby allies gain <<2>> spell damage.Passively increases spell damage by <<3>>.


    Burden

    Base

    Snare target <<1>>% for <<2>>.
    Ultimate (Encumber)

    Immobilize target for <<1>> and deal <<2>> over the duration.
    Ritual (Heavy Burden)

    Snare target <<1>>% for <<2>>. Affected target takes <<3>>.
    Enduring (Extended Burn)

    Snare target <<1>>% for <<2>>.
    Reduced Cost (Leaching Burden)

    Snare target <<1>>% for <<2>>. Restore <<3>>% of spell cost when damaging target with a heavy attack.
    AOE (Burden All)

    Snare all targets nearby enemy <<1>>% for <<2>>.


    Charm

    Base

    Target is charmed and moves towards you for <<1>>
    Ultimate (Heart Break)

    Charms target to move towards you for <<1>> and deals <<2>> over the duration.
    Ritual (Empowered Charm)

    Target is charmed and moves towards you for <<1>>
    Enduring (Extended Charm)

    Target is charmed and moves towards you for <<1>>
    Reduced Cost (Enchanting Charm)

    Target is charmed and moves towards you for <<1>>. Restore <<2>>% of spell cost if target is more than 8m away when effect ends.
    AOE (Creeping Charm)

    Target is charmed and moves towards you for <<1>>. Stuns 1 nearby target for <<2>>.


    Conjure Dremora Lord

    Base

    Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down.
    Ultimate (Conjure Dremora Ruler)

    Summons a Dremora Ruler to attack enemies for <<1>>. Will taunt enemies and knock them down. Steals life from all nearby enemies, if at full health the life is instead transfered to caster.
    Ritual (Empowered Dremora Lord)

    Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Dremora Lord gains <<2>> armor and spell resistance.
    Enduring (Unending Dremora Lord)

    Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Reduces magicka pool by <<2>>
    Reduced Cost (Magicka Infused Dremora Lord)

    Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. When pet expires, gain <<2>>% of spell cost.
    AOE (Cruel Dremora Lord)

    Summons a Dremora Lord to attack enemies for <<1>>. Will taunt enemies and knock them down. Cleave attack is used more frequently and deals more damage.


    Conjure Familiar

    Base

    Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>.
    Ultimate (Blood Thirsty Familiar)

    Summons a familiar to attack enemies for <<1>>. Deals <<2>> damage to all nearby enemies and slows them <<3>>.
    Ritual (Channeled Familiar)

    Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>.
    Enduring (Unending Familiar)

    Summons a permanent familiar to attack enemies, but reduces magicka pool by <<1>>. Enemies damaged by familiar are slowed <<2>>.
    Reduced Cost (Restoring Familiar)

    Summons a familiar to attack enemies for <<1>>. Enemies damaged by familiar are slowed <<2>>. Each attack has a chance to restore <<3>>% of spell cost.
    AOE (Rabid Familiar)

    Summons a familiar to attack enemies for <<1>>. Has high damage area effect attack. Enemies damaged by familiar are slowed <<2>>.


    Conjure Flame Atronach

    Base

    Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack.
    Ultimate (Ultimate Flame Atronach)

    Summons an ultimate flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. Enemies near the atronach constantly take fire damage. Atronach's attack damage is increased by <<3>>.
    Ritual (Empowered Flame Atronach)

    Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. Deals <<3>> bonus damage.
    Enduring (Unending Flame Atronach)

    Summons a permanent flame atronach to attack enemies. Deals <<1>> per hit and has an area effect attack.
    Reduced Cost (Restoring Flame Atronach)

    Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. When pet expires, gain <<3>>% of spell cost.
    AOE (Explosive Flame Atronach)

    Summons a flame atronach to attack enemies for <<1>>. Deals <<2>> per hit and has an area effect attack. On death deals <<3>>


    Courage (Conjuration)

    Base

    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Ultimate (Heroic Courage)

    Four allies in area gain <<1>> max health, <<2>> Damage, <<3>> less damage taken, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Ritual (Boundless Courage)

    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Enduring (Lasting Courage)

    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time.
    Reduced Cost (Courage of the Ancients)

    Four allies in area gain <<1>> max health, <<2>> Spell Damage, <<3>> Weapon Damage, and fear immunity for <<4>>. Only 1 cast may be active at a time. Recasting ability before it expires restores <<5>>% of spell cost.
    AOE (Group Courage)

    Six allies in area gain <<1>> max health, <<2>> Spell Damage, <<2>> Weapon Damage, and fear immunity for <<3>>. Only 1 cast may be active at a time.


    Drain Life

    Base

    Deals <<1>> and heals player for <<2>>% of current missing health.
    Ultimate (Drain Soul)

    Deals <<1>> and heals player for <<2>>% of current missing health.
    Ritual (Focused Drain)

    Deals <<1>> and heals player for <<2>>% of current missing health.
    Enduring (Unending Drain Life)

    Deals <<1>> and heals player for <<2>>% of current missing health every <<3>> for <<4>>.
    Reduced Cost (Drain Essence)

    Deals <<1>> and heals player for <<2>>% of current missing health. Restore up to <<3>>% of spell cost, value increases the more health target has.
    AOE (Group Drain)

    Deals <<1>> and heals nearby allies for <<2>>% of current missing health. (continued in next comment)
    Dude Where's My Guar?
  • Animus-ESO
    Animus-ESO
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    Fire Storm

    Base

    Deals <<1>> to nearby enemies after <<2>>.
    Ultimate (Cataclysm)

    For <<1>> burning status effect is applied to all nearby enemies, causing them to take fire damage over time. Deals <<2>> to nearby enemies when effect ends.
    Ritual (Focused Storm)

    Deals <<1>> to nearby enemies after <<2>>.
    Enduring (Fire Spout)

    Deals <<1>> to nearby enemies after <<2>>.
    Reduced Cost (Flame Vortex)

    Deals <<1>> to nearby enemies after <<2>>. Each enemy killed in this way restores <<3>>% of spell cost.
    AOE (Chaotic Fires)

    Deals <<1>> to nearby enemies after <<2>>.


    Frenzy

    Base

    Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
    Ultimate (Incite Frenzy)

    Nearby enemies deal <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
    Ritual (Charged Frenzy)

    Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
    Enduring (Sustained Frenzy)

    Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>.
    Reduced Cost (Mana Frenzy)

    Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>. Restore <<3>>% of spell cost when target attacks an ally.
    AOE (Dark Frenzy)

    Target deals <<1>> less damage when attacking your allies. Monsters are forced to attack you for <<2>>. Affects another nearby enemy when spell ends.


    Frostbite

    Base

    Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
    Ultimate (Hypothermia)

    Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>.
    Ritual (Frost Storm)

    Deals <<1>> to enemies near you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
    Enduring (Endless Winter)

    Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.
    Reduced Cost (Leaching Crystals)

    Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time. Restore <<4>>% of spell cost for each enemy hit.
    AOE (Bitter Cold)

    Deals <<1>> to enemies in front of you and snares them <<2>>% for <<3>>. Snare strength weakens over time.


    Ice Cloak (Destruction)

    Base

    Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
    Ultimate (Ice Armor)

    Take <<1>> less damage from cold and physical attacks. Enemies near you are immobilized.
    Ritual (Focused Ice Crystals)

    Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
    Enduring (Permafrost)

    Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>.
    Reduced Cost (Magicka Floe)

    Increase armor by <<1>> for <<2>>. During this time nearby enemies are chilled for <<3>>, reducing their movement speed by <<4>>. Melee attacks restore <<5>>% of spell cost.
    AOE (Group Cloak)

    Increase armor by <<1>> for <<2>>. During this time nearby allies gain <<3>> armor and nearby enemies are chilled for <<4>>, reducing their movement speed by <<5>>.


    Heal Other

    Base

    Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
    Ultimate (Legenday Heal Other)

    Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
    Ritual (Focused Healing)

    Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
    Enduring (Unending Heal)

    Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self.
    Reduced Cost (Rejuvenating Heal)

    Heals an ally for <<1>> and <<2>> over <<3>>. This spell cannot be used to heal self. Restores up to <<4>>% of spell cost, value increased based on target's missing health.
    AOE (Restore Allies)

    Heals all allies around target <<1>> and <<2>> over <<3>>.


    Lightning Bolt

    Base

    Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
    Ultimate (Lightning Assault)

    Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
    Ritual (Lightning Frenzy)

    Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
    Enduring (Corrosive Lightning)

    Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.
    Reduced Cost (Lightning Siphon)

    Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>. Each time target is healed you receive <<4>>% of spell cost.
    AOE (Chain Lightning)

    Deals <<1>> to enemy. Target takes <<2>> less healing for <<3>>.


    Magicka Resistance

    Base

    Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
    Ultimate (Magicka Invulnerability)

    Increase target's spell resistance by <<1>> and magicka regeneration by <<2>> for <<3>>. Cannot be cast on self.
    Ritual (Magicka Shield)

    Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
    Enduring (Lasting Magicka Resistance)

    Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time.
    Reduced Cost (Shimmering Magicka Resistance)

    Increase target's spell resistance by <<1>> for <<2>>. Cannot be cast on self, only 1 may be active at a time. 33% chance when target is damaged by magic to restore <<3>>% of spell cost.
    AOE (Ally Magicka Resistance)

    Increase nearby ally's spell resistance by <<1>> for <<2>>.


    Muffle (Illusion)

    Base

    Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
    Ultimate (Hushed Feet)

    You are invisible for <<1>>. Also increases movement speed by <<2>>.
    Ritual (Silence)

    Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
    Enduring (Hush)

    Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>.
    Reduced Cost (Silent Breath)

    Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>. Removes the stamina cost from sneaking.
    AOE (Group Muffle)

    Distance at which enemies can detect you while sneaking is reduced by <<1>> for <<2>>. Also applies to 3 nearby allies.


    Oak Flesh

    Base

    Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
    Ultimate (Ebony Flesh)

    Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
    Ritual (Iron Flesh)

    Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
    Enduring (Ancient Oak Flesh)

    Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>.
    Reduced Cost (Restoring Oak Flesh)

    Increase armor by <<1>> for <<2>>. Increase health regeneration by <<3>> for <<4>>. 33% chance when hit with a melee attack to restore <<5>>% of spell cost.
    AOE (Oak Grove)

    For nearby allies: Increase armor by <<1>> for <<2>> and health regeneration by <<3>> for <<4>>


    Paralyze

    Base

    Stun enemy for <<1>>.
    Ultimate (Mass Paralysis)

    Stun enemy for <<1>>, affected targets take <<2>>.
    Ritual (Torturous Paralyze)

    Stun enemy for <<1>>. Affected enemy takes <<2>>.
    Enduring (Extended Paralyze)

    Stun enemy for <<1>>.
    Reduced Cost (Leaching Paralyze)

    Stun enemy for <<1>>. Restore <<2>>% of spell cost when used against higher health targets.
    AOE (Expansive Paralyze)

    Stun enemy for <<1>>. When effect ends, nearby enemies are stunned for <<2>>.


    Restore Stamina

    Base

    Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
    Ultimate (Rapid Recovery)

    Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
    Ritual (Focused Stamina Restore)

    Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
    Enduring (Unending Stamina Restore)

    Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>.
    Reduced Cost(Fortify Stamina)

    Restore <<1>> stamina to yourself, and an additional <<2>> over <<3>>. Restore <<4>> magicka for each attack you block.
    AOE (Restore Group Stamina)

    Restore <<1>> stamina to nearby allies, and an additional <<2>> over <<3>>.


    Ward Self

    Base

    Creates a <<1>> point damage shield on self for <<2>>.
    Ultimate (Impenetrable Ward)

    Creates a <<1>> point damage shield on self for <<2>>.
    Ritual (Powered Ward)

    Creates a <<1>> point damage shield on self for <<2>>.
    Enduring (Lasting Ward)

    Creates a <<1>> point damage shield on self for <<2>>.
    Reduced Cost (Restoring Ward)

    Creates a <<1>> point damage shield on self for <<2>>. If ward expires due to damage, caster is refunded <<3>>% of ability cost.
    AOE (Ward Allies)

    Creates a <<1>> point damage shield on self for <<2>>. Creates a <<3>> point damage shield on allies for <<4>>.

    Link to said data mine (https://www.reddit.com/r/elderscrollsonline/comments/2xpn39/data_mining_spellcrafting_what_is_it_and_what_are/?st=jcztlizu&sh=f7774543)
    Dude Where's My Guar?
  • Gnortranermara
    Gnortranermara
    ✭✭✭✭✭
    They've already designed a system for Spellcrafting described in old videos but I don't think that's quite how it'll be implemented in the end. My personal favorite guess is that spellcrafting will be directly linked to a new Spellsword skill line (One-hand & Rune?) where you can only use a crafted spell when you have its rune equipped in the Off-hand. That approach would simultaneously introduce a melee magicka weapon line and preserve balance by limiting the player to one crafted spell per Spellsword bar. I'd ditch dual-wield on my Magplar in a second for a skill line with useful passives and a custom spell.
  • ThinkerOfThings
    ThinkerOfThings
    ✭✭✭
    Seraphayel wrote: »
    idk wrote: »
    Besides OP speculating on even his speculation, it really is obvious that Zos will announce the next chapter soon if it is to be released next.

    We really do not need to come up with tones of theories as to why, there is one simple and straight forward one that has to do with marketing.

    lol, what can I say? I am desperate for a Summerset announcement of any kind, and I've been waiting for one ever since the datamines came out. If writing up speculation posts helps pass the time until announcement, then so be it.

    Please continue doing it, I really enjoy reading your thread. I wouldn't mind new data mines either haha.

    thanks for the kind words.

    well, we found some stuff in one of the recent updates that isn't big enough for its own post, but they're interesting anyway.

    mainly, there's a new mob called "HM_SUM_Wraith" in the lang file, sounds like some boss or mob for a hard mode dungeon for summerset.

    also, there's a new tooltip text for the summerset prologue quest with vanus galerion:

    "An enchanted stone from Vanus Galerion contains a private message addressed to you. Activate the stone to start a quest to find the missing Wyrd Oracle and glimpse what's to come in the next chapter of the Elder Scrolls Online's ongoing saga."

    there's also new spellcrafting stuff, in particular a spellbook ui, separated by magic school, in the .ZOSFT file:
    /esoui/art/spellbook/spellbook_base_left.dds
    /esoui/art/spellbook/spellbook_base_right.dds
    /esoui/art/spellbook/spellbook_highest_base_left.dds
    /esoui/art/spellbook/spellbook_highest_base_right.dds
    /esoui/art/spellbook/spellbook_showall_base_left.dds
    /esoui/art/spellbook/spellbook_showall_base_right.dds
    /esoui/art/spellbook/spellbook_tabicon_alteration.dds
    /esoui/art/spellbook/spellbook_tabicon_alterationhealer.dds
    /esoui/art/spellbook/spellbook_tabicon_block.dds
    /esoui/art/spellbook/spellbook_tabicon_conjuration.dds
    /esoui/art/spellbook/spellbook_tabicon_destruction.dds
    /esoui/art/spellbook/spellbook_tabicon_general.dds
    /esoui/art/spellbook/spellbook_tabicon_heavyarmor.dds
    /esoui/art/spellbook/spellbook_tabicon_illusion.dds
    /esoui/art/spellbook/spellbook_tabicon_mysticism.dds
    /esoui/art/spellbook/spellbook_tabicon_mysticismhealer.dds
    /esoui/art/spellbook/spellbook_tabicon_onehanded.dds
    /esoui/art/spellbook/spellbook_tabicon_restoration.dds
    /esoui/art/spellbook/spellbook_tabicon_twohanded.dds
    /esoui/art/spellbook/ui-spellbookleft.dds
    /esoui/art/spellbook/ui-spellbookright.dds
    

    Nick Konkle said that you would store rubbings of ancient tomes in a spell book for spellcrafting, this seems to be it. I would imagine that you rub off the tomes with charcole or something, then you'd put them in this book to keep track of how many spells you've completed/unlocked, separated by magic school (destruction, restoration etc)

    Here is some possible data mined info. Nothing to indicate scrolls, but it does seem to indicate some melee functionality to spellcrafting. Guess all we can do is wait and see.
    Edited by ThinkerOfThings on March 12, 2018 7:40AM
    "It is very, very sad being mortal. There is happiness, yes. But mostly sadness. As I have said, count only the happy hours." - Vivec
    XBOX - EP: Sen Sadri ( DE NB )
  • Seraphayel
    Seraphayel
    ✭✭✭✭✭
    ✭✭✭✭✭
    I hope Spellcrafting will require an extensive amount of exploration and revisiting "old" places, e.g. components hidden in ruins and you need to revisit every ancient delve to complete your Spellcrafting book.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Trashs1
    Trashs1
    ✭✭✭
    verry interesting have a insightful from me
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • Kendaric
    Kendaric
    ✭✭✭✭✭
    ✭✭
    Seraphayel wrote: »
    idk wrote: »
    Besides OP speculating on even his speculation, it really is obvious that Zos will announce the next chapter soon if it is to be released next.

    We really do not need to come up with tones of theories as to why, there is one simple and straight forward one that has to do with marketing.

    lol, what can I say? I am desperate for a Summerset announcement of any kind, and I've been waiting for one ever since the datamines came out. If writing up speculation posts helps pass the time until announcement, then so be it.

    Please continue doing it, I really enjoy reading your thread. I wouldn't mind new data mines either haha.

    thanks for the kind words.

    well, we found some stuff in one of the recent updates that isn't big enough for its own post, but they're interesting anyway.

    mainly, there's a new mob called "HM_SUM_Wraith" in the lang file, sounds like some boss or mob for a hard mode dungeon for summerset.

    also, there's a new tooltip text for the summerset prologue quest with vanus galerion:

    "An enchanted stone from Vanus Galerion contains a private message addressed to you. Activate the stone to start a quest to find the missing Wyrd Oracle and glimpse what's to come in the next chapter of the Elder Scrolls Online's ongoing saga."

    there's also new spellcrafting stuff, in particular a spellbook ui, separated by magic school, in the .ZOSFT file:
    /esoui/art/spellbook/spellbook_base_left.dds
    /esoui/art/spellbook/spellbook_base_right.dds
    /esoui/art/spellbook/spellbook_highest_base_left.dds
    /esoui/art/spellbook/spellbook_highest_base_right.dds
    /esoui/art/spellbook/spellbook_showall_base_left.dds
    /esoui/art/spellbook/spellbook_showall_base_right.dds
    /esoui/art/spellbook/spellbook_tabicon_alteration.dds
    /esoui/art/spellbook/spellbook_tabicon_alterationhealer.dds
    /esoui/art/spellbook/spellbook_tabicon_block.dds
    /esoui/art/spellbook/spellbook_tabicon_conjuration.dds
    /esoui/art/spellbook/spellbook_tabicon_destruction.dds
    /esoui/art/spellbook/spellbook_tabicon_general.dds
    /esoui/art/spellbook/spellbook_tabicon_heavyarmor.dds
    /esoui/art/spellbook/spellbook_tabicon_illusion.dds
    /esoui/art/spellbook/spellbook_tabicon_mysticism.dds
    /esoui/art/spellbook/spellbook_tabicon_mysticismhealer.dds
    /esoui/art/spellbook/spellbook_tabicon_onehanded.dds
    /esoui/art/spellbook/spellbook_tabicon_restoration.dds
    /esoui/art/spellbook/spellbook_tabicon_twohanded.dds
    /esoui/art/spellbook/ui-spellbookleft.dds
    /esoui/art/spellbook/ui-spellbookright.dds
    

    Nick Konkle said that you would store rubbings of ancient tomes in a spell book for spellcrafting, this seems to be it. I would imagine that you rub off the tomes with charcole or something, then you'd put them in this book to keep track of how many spells you've completed/unlocked, separated by magic school (destruction, restoration etc)

    Here is some possible data mined info. Nothing to indicate scrolls, but it does seem to indicate some melee functionality to spellcrafting. Guess all we can do is wait and see.

    The melee functionality might be for "bound weapon" spells.
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. PC EU/PC NA roleplayer and solo PvE quester
    • AhPook_Is_Here
      AhPook_Is_Here
      ✭✭✭✭✭
      Im goonna finaly get invisostreeeeek on my bombblade!
      “Whatever.”
      -Unknown American
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